Believable Bots

Believable Bots PDF Author: Philip Hingston
Publisher: Springer Science & Business Media
ISBN: 3642323227
Category : Computers
Languages : en
Pages : 324

Get Book Here

Book Description
We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.

Believable Bots

Believable Bots PDF Author: Philip Hingston
Publisher: Springer Science & Business Media
ISBN: 3642323227
Category : Computers
Languages : en
Pages : 324

Get Book Here

Book Description
We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.

Agents for Games and Simulations II

Agents for Games and Simulations II PDF Author: F. Dignum
Publisher: Springer Science & Business Media
ISBN: 3642181805
Category : Computers
Languages : en
Pages : 216

Get Book Here

Book Description
While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games. This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.

General Video Game Artificial Intelligence

General Video Game Artificial Intelligence PDF Author: Diego Pérez Liébana
Publisher: Springer Nature
ISBN: 3031021223
Category : Mathematics
Languages : en
Pages : 177

Get Book Here

Book Description
Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.

Bots

Bots PDF Author: Andrew Leonard
Publisher: Wired Books
ISBN:
Category : Computers
Languages : en
Pages : 240

Get Book Here

Book Description
Descirbes small autonomous software programs designed to perform services on the Internet.

Socialbots and Their Friends

Socialbots and Their Friends PDF Author: Robert W. Gehl
Publisher: Routledge
ISBN: 1317267389
Category : Computers
Languages : en
Pages : 347

Get Book Here

Book Description
Many users of the Internet are aware of bots: automated programs that work behind the scenes to come up with search suggestions, check the weather, filter emails, or clean up Wikipedia entries. More recently, a new software robot has been making its presence felt in social media sites such as Facebook and Twitter – the socialbot. However, unlike other bots, socialbots are built to appear human. While a weatherbot will tell you if it's sunny and a spambot will incessantly peddle Viagra, socialbots will ask you questions, have conversations, like your posts, retweet you, and become your friend. All the while, if they're well-programmed, you won't know that you're tweeting and friending with a robot. Who benefits from the use of software robots? Who loses? Does a bot deserve rights? Who pulls the strings of these bots? Who has the right to know what about them? What does it mean to be intelligent? What does it mean to be a friend? Socialbots and Their Friends: Digital Media and the Automation of Sociality is one of the first academic collections to critically consider the socialbot and tackle these pressing questions.

Biologically Inspired Cognitive Architectures 2012

Biologically Inspired Cognitive Architectures 2012 PDF Author: Antonio Chella
Publisher: Springer Science & Business Media
ISBN: 3642342744
Category : Technology & Engineering
Languages : en
Pages : 361

Get Book Here

Book Description
The challenge of creating a real-life computational equivalent of the human mind requires that we better understand at a computational level how natural intelligent systems develop their cognitive and learning functions. In recent years, biologically inspired cognitive architectures have emerged as a powerful new approach toward gaining this kind of understanding (here “biologically inspired” is understood broadly as “brain-mind inspired”). Still, despite impressive successes and growing interest in BICA, wide gaps separate different approaches from each other and from solutions found in biology. Modern scientific societies pursue related yet separate goals, while the mission of the BICA Society consists in the integration of many efforts in addressing the above challenge. Therefore, the BICA Society shall bring together researchers from disjointed fields and communities who devote their efforts to solving the same challenge, despite that they may “speak different languages”. This will be achieved by promoting and facilitating the transdisciplinary study of cognitive architectures, and in the long-term perspective – creating one unifying widespread framework for the human-level cognitive architectures and their implementations. This book is a proceedings of the Third Annual Meeting of the BICA Society, which was hold in Palermo-Italy from October 31 to November 2, 2012. The book describes recent advances and new challenges around the theme of understanding how to create general-purpose humanlike artificial intelligence using inspirations from studies of the brain and the mind.

Artificial Intelligence & Games

Artificial Intelligence & Games PDF Author: Georgi Togeli
Publisher: A G Printing & Publishing
ISBN:
Category : Computers
Languages : en
Pages : 390

Get Book Here

Book Description
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures

Artificial Intelligence and Games

Artificial Intelligence and Games PDF Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350

Get Book Here

Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Proceedings of International Conference on Recent Trends in Computing

Proceedings of International Conference on Recent Trends in Computing PDF Author: Rajendra Prasad Mahapatra
Publisher: Springer Nature
ISBN: 9811988250
Category : Technology & Engineering
Languages : en
Pages : 837

Get Book Here

Book Description
This book is a collection of high-quality peer-reviewed research papers presented at International Conference on Recent Trends in Computing (ICRTC 2022) held at SRM Institute of Science and Technology, Ghaziabad, Delhi, India, during 3 – 4 June 2022. The book discusses a wide variety of industrial, engineering and scientific applications of the emerging techniques. The book presents original works from researchers from academic and industry in the field of networking, security, big data and the Internet of things.

Gaming the System

Gaming the System PDF Author: David J. Gunkel
Publisher: Indiana University Press
ISBN: 0253035759
Category : Games & Activities
Languages : en
Pages : 216

Get Book Here

Book Description
Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.